Add clearer defib cooldowns! (#31251)
* First commit * Fix silly test * Swiched stuff up * Update Content.Shared/Medical/DefibrillatorComponent.cs * remove unneeded visuals --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
This commit is contained in:
@@ -23,7 +23,6 @@ using Content.Shared.Timing;
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using Content.Shared.Toggleable;
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using Content.Shared.Toggleable;
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using Robust.Shared.Audio.Systems;
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using Robust.Shared.Audio.Systems;
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using Robust.Shared.Player;
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using Robust.Shared.Player;
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using Robust.Shared.Timing;
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namespace Content.Server.Medical;
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namespace Content.Server.Medical;
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@@ -32,7 +31,6 @@ namespace Content.Server.Medical;
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/// </summary>
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/// </summary>
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public sealed class DefibrillatorSystem : EntitySystem
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public sealed class DefibrillatorSystem : EntitySystem
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{
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{
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[Dependency] private readonly IGameTiming _timing = default!;
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[Dependency] private readonly ChatSystem _chatManager = default!;
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[Dependency] private readonly ChatSystem _chatManager = default!;
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[Dependency] private readonly DamageableSystem _damageable = default!;
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[Dependency] private readonly DamageableSystem _damageable = default!;
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[Dependency] private readonly DoAfterSystem _doAfter = default!;
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[Dependency] private readonly DoAfterSystem _doAfter = default!;
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@@ -44,9 +42,9 @@ public sealed class DefibrillatorSystem : EntitySystem
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[Dependency] private readonly MobThresholdSystem _mobThreshold = default!;
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[Dependency] private readonly MobThresholdSystem _mobThreshold = default!;
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[Dependency] private readonly PopupSystem _popup = default!;
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[Dependency] private readonly PopupSystem _popup = default!;
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[Dependency] private readonly PowerCellSystem _powerCell = default!;
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[Dependency] private readonly PowerCellSystem _powerCell = default!;
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[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
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[Dependency] private readonly SharedAudioSystem _audio = default!;
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[Dependency] private readonly SharedAudioSystem _audio = default!;
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[Dependency] private readonly SharedMindSystem _mind = default!;
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[Dependency] private readonly SharedMindSystem _mind = default!;
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[Dependency] private readonly UseDelaySystem _useDelay = default!;
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/// <inheritdoc/>
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/// <inheritdoc/>
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public override void Initialize()
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public override void Initialize()
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@@ -59,6 +57,7 @@ public sealed class DefibrillatorSystem : EntitySystem
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{
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{
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if (args.Handled || args.Target is not { } target)
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if (args.Handled || args.Target is not { } target)
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return;
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return;
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args.Handled = TryStartZap(uid, target, args.User, component);
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args.Handled = TryStartZap(uid, target, args.User, component);
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}
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}
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@@ -102,7 +101,7 @@ public sealed class DefibrillatorSystem : EntitySystem
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return false;
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return false;
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}
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}
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if (_timing.CurTime < component.NextZapTime)
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if (!TryComp(uid, out UseDelayComponent? useDelay) || _useDelay.IsDelayed((uid, useDelay), component.DelayId))
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return false;
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return false;
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if (!TryComp<MobStateComponent>(target, out var mobState))
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if (!TryComp<MobStateComponent>(target, out var mobState))
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@@ -181,8 +180,10 @@ public sealed class DefibrillatorSystem : EntitySystem
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_audio.PlayPvs(component.ZapSound, uid);
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_audio.PlayPvs(component.ZapSound, uid);
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_electrocution.TryDoElectrocution(target, null, component.ZapDamage, component.WritheDuration, true, ignoreInsulation: true);
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_electrocution.TryDoElectrocution(target, null, component.ZapDamage, component.WritheDuration, true, ignoreInsulation: true);
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component.NextZapTime = _timing.CurTime + component.ZapDelay;
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if (!TryComp<UseDelayComponent>(uid, out var useDelay))
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_appearance.SetData(uid, DefibrillatorVisuals.Ready, false);
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return;
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_useDelay.SetLength((uid, useDelay), component.ZapDelay, component.DelayId);
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_useDelay.TryResetDelay((uid, useDelay), id: component.DelayId);
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ICommonSession? session = null;
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ICommonSession? session = null;
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@@ -240,20 +241,4 @@ public sealed class DefibrillatorSystem : EntitySystem
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var ev = new TargetDefibrillatedEvent(user, (uid, component));
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var ev = new TargetDefibrillatedEvent(user, (uid, component));
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RaiseLocalEvent(target, ref ev);
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RaiseLocalEvent(target, ref ev);
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}
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}
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public override void Update(float frameTime)
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{
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base.Update(frameTime);
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var query = EntityQueryEnumerator<DefibrillatorComponent>();
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while (query.MoveNext(out var uid, out var defib))
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{
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if (defib.NextZapTime == null || _timing.CurTime < defib.NextZapTime)
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continue;
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_audio.PlayPvs(defib.ReadySound, uid);
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_appearance.SetData(uid, DefibrillatorVisuals.Ready, true);
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defib.NextZapTime = null;
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}
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}
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}
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}
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@@ -12,22 +12,9 @@ namespace Content.Shared.Medical;
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/// person back into the world of the living.
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/// person back into the world of the living.
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/// Uses <c>ItemToggleComponent</c>
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/// Uses <c>ItemToggleComponent</c>
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/// </summary>
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/// </summary>
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[RegisterComponent, NetworkedComponent, AutoGenerateComponentPause]
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[RegisterComponent, NetworkedComponent]
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public sealed partial class DefibrillatorComponent : Component
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public sealed partial class DefibrillatorComponent : Component
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{
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{
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/// <summary>
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/// The time at which the zap cooldown will be completed
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/// </summary>
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[DataField("nextZapTime", customTypeSerializer: typeof(TimeOffsetSerializer)), ViewVariables(VVAccess.ReadWrite)]
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[AutoPausedField]
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public TimeSpan? NextZapTime;
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/// <summary>
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/// The minimum time between zaps
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/// </summary>
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[DataField("zapDelay"), ViewVariables(VVAccess.ReadWrite)]
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public TimeSpan ZapDelay = TimeSpan.FromSeconds(5);
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/// <summary>
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/// <summary>
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/// How much damage is healed from getting zapped.
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/// How much damage is healed from getting zapped.
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/// </summary>
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/// </summary>
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@@ -46,6 +33,18 @@ public sealed partial class DefibrillatorComponent : Component
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[DataField("writheDuration"), ViewVariables(VVAccess.ReadWrite)]
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[DataField("writheDuration"), ViewVariables(VVAccess.ReadWrite)]
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public TimeSpan WritheDuration = TimeSpan.FromSeconds(3);
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public TimeSpan WritheDuration = TimeSpan.FromSeconds(3);
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/// <summary>
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/// ID of the cooldown use delay.
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/// </summary>
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[DataField]
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public string DelayId = "defib-delay";
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/// <summary>
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/// Cooldown after using the defibrillator.
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/// </summary>
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[DataField]
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public TimeSpan ZapDelay = TimeSpan.FromSeconds(5);
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/// <summary>
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/// <summary>
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/// How long the doafter for zapping someone takes
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/// How long the doafter for zapping someone takes
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/// </summary>
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/// </summary>
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@@ -80,12 +79,6 @@ public sealed partial class DefibrillatorComponent : Component
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public SoundSpecifier? ReadySound = new SoundPathSpecifier("/Audio/Items/Defib/defib_ready.ogg");
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public SoundSpecifier? ReadySound = new SoundPathSpecifier("/Audio/Items/Defib/defib_ready.ogg");
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}
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}
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[Serializable, NetSerializable]
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public enum DefibrillatorVisuals : byte
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{
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Ready
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}
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[Serializable, NetSerializable]
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[Serializable, NetSerializable]
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public sealed partial class DefibrillatorZapDoAfterEvent : SimpleDoAfterEvent
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public sealed partial class DefibrillatorZapDoAfterEvent : SimpleDoAfterEvent
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{
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{
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@@ -13,9 +13,6 @@
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map: [ "enum.ToggleVisuals.Layer" ]
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map: [ "enum.ToggleVisuals.Layer" ]
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visible: false
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visible: false
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shader: unshaded
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shader: unshaded
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- state: ready
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map: ["enum.PowerDeviceVisualLayers.Powered"]
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shader: unshaded
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- type: Appearance
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- type: Appearance
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- type: GenericVisualizer
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- type: GenericVisualizer
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visuals:
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visuals:
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@@ -23,10 +20,6 @@
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enum.ToggleVisuals.Layer:
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enum.ToggleVisuals.Layer:
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True: { visible: true }
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True: { visible: true }
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False: { visible: false }
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False: { visible: false }
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enum.DefibrillatorVisuals.Ready:
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enum.PowerDeviceVisualLayers.Powered:
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True: { visible: true }
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False: { visible: false }
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- type: Item
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- type: Item
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size: Large
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size: Large
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- type: Speech
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- type: Speech
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@@ -18,9 +18,6 @@
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"name": "inhand-right",
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"name": "inhand-right",
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"directions": 4
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"directions": 4
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},
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},
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{
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"name": "ready"
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},
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{
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{
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"name": "screen"
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"name": "screen"
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}
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}
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